Trade & Item Factions

I have to agree with Zorlak that those two methods are not enough.

We definitely need 2 or 3 more gold sinks.

Once we have several gold sinks Gold will become waaaaaay more I teresting because then different kind of player would have different priorities and how you spend you gold becomes a very important decision.
I did suggest a couple of times already that one gold sink I personally would like to see is the ability to reroll a Enemy Modifier on a specific echo.
Only once, or some other low, limited amount of times per echo, so people don’t fish for cheesing Monolith. But just something to give you the opportunity to get rid of a modifier that feels really bad on your build.

The cost would need to be high enough that it takes several echoes to relearn that amount of gold.

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Expensive “add forging potential” rune would also be great.

For gold? Not going to happen. Nor for any other cost. The devs have said this every other time any form of adding forging/legendary potential suggested.

And it’s one of their hardest no’s rather than their usual “not at the moment but who knows”.

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Yeah, I’m with the dev’s on that one really. Because it would change the entire amazing progression/crafting model in which you are always chasing an improved version of your gear.

You would essentially just have a direct path (however long it might be) to an ultimate piece of gear that would never need to be improved upon.

I strongly dislike this.

Anything that essentially gives the opportunity to endlessly craft one item is something I never want to see.

Crafting items being finite on a per item basis is great and should stay like that.

I am sure the devs can come up with some other dungeon or system that acts as a gold sink that is independent from existing systems.

The gold sinks don’t necessarily need to be put into systems that already exist.

I wonder how popular sinking gold into lightless harbor would be to a MG member who could just search for the exact item desired on the bazaar and not only bypass the dungeon but the RNG involved? It might would help put a check on it somewhat. But like Heavy suggested, I believe that having multiple sinks and options for removing gold from the economy will only help keep it healthy. Like, I’d imagine a lot of players wouldn’t even deem shards, runes and glyphs worth their gold because they have tons. But, some might be really into gambling on tons of (mostly bricked) crafting attempts and buy into it.

Oh I forgot to add that if this were a thing it would probably somehow need to be restricted to use for crafting on MG tagged items only. To prevent the flip flopping they are obviously trying to discourage.

Your first paragraph is really important.

You can somewhat directly compare Lightless Arbor and MG Bazaar as gold sinks, because their primary purpose is gear.
Lightless Arbor does have opportunities for Crafting Materials as well, but I think that is only secondary.

But when you directly compare them it does raise the I teresting question: Is Lightless Arbor worth it?

And that is why I think gold would need other gold sinks, that are not directly affiliated with gear acquisition.

I generally agree with this, except when it comes to exalted drops. The insane luck involved to get your desired affix as T6 (much less) T7, on the correct base, and in a ‘craftable state’ is insane. I’ve been playing pretty much since this game began, and have 1 exalted with a desired T6 +skill affix – and it’s not even on the base I wanted, and I had to seriously compromise one of the other affixes (gave up a T2 sealed Rare to use it).

Perhaps having a very expensive way to upgrade a T5 → T6 (with a very slim chance at T7)…perhaps could even limit this to 4xT5 being required… would make this better. But as they are now, exalted drop, imho, are worse than LP farms.

But the bazaar isn’t a gold sink, per say, since the gold isn’t removed from the economy, just shifts to someone else.

I also wonder if LA is sufficient as a ‘gold sink’ as well. Given the low popularity of LE dungeons…not everyone enjoys running them, unless they require one of the dungeon Uniques, and the comparative ease of obtaining items from the bazaar.

Never had this issue. Target farming specific exalted items is very doable in monolith.

Only things that can get annoying are Boots, Belts and Gloves, which do not have dedicated monolith rewards. For these I needed to farm Temporal Sanctum, which I despised doing for an extended amount of time.

Farming specific exalted affixes on specific bases is definitely something that requires time and dedication, but LE offers the tools to do it. And luckily for the most part those kinda things are really only aspirational and are by no means required. So if it’s too much work for you, better focus on other parts of you character first.

On a side note: One of the best changes they did regarding good Exalted Affixes on bad bases… Legendär Crafting. This gave purpose to a lot of otherwise very medicore items.

Ok then, how about a little experiment. If it’s not so bad to do, go farm up a T6/7 Summon Thorn Totem affix on a Darkwolf Pelt. Then, craft it so you get T4+ Adapative Spell Dmg for Totems or Inc Cast Speed for Totems + 2 T4+ Health/Health Regen suffixes. I’m even making this easy by not requiring one of the prefixes to be sealed. I’ve had 3 totem Spriggan builds, and not one has had a T6/7 +Totem skill affix drop, much less on an above-mentioned item.

Now, there’s chase items, and there’s on a wing and a prayer items. I’m all for the former, but the latter is why I’m not in full agreement with how crafting potential works, and how absolute the limitation(s) are.

What the actual fsck does that have to do with anything? Are you saying if I get my T6 affix on a crappy base, that’s ok, because I can always go and craft it on a (usually) worthless_to_my_build Unique (not even considering the rng just to get it as the transferred affix)? Yeah, that really fixes the issue…

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I don’t like Primalist, your experiment has to wait until I enjoy it :stuck_out_tongue:

It had nothing to do with your complaint, hence the “on a side note”.

I just like that while farming for specific items or randomly dropping items while playing these type of items (Good Exalted Affix + Bad Base) suddenly became something that you wanted to Stash up.

They basically transformed from trash to actually use able (for Crafting) from Patch 8.3 to 8.4

I guess you have to ask yourself if you want these Wing and a prayer items able to be force crafted by adding forging potential through whatever method?

I’d argue that wing and a prayer items are what keep you motivated to continue the hunt.

If you use the carrot and stick, you have to allow the carrot to be obtained at some point. Otherwise it loses its effectiveness as a motivator. Which is generally the complaint about the rarity of some of these items, and/or the rng factor associated with them. That the frustration from not obtaining them kicks in far before any realistic chance of obtaining them finally comes about. But that’s been hashed over and over in many threads before this one.

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So change it from Totem prefixes on a Primalist base to 2x appropriate prefixes on a a relevant base with 2s health suffixes for a class (sorry, mastery) / build that you do enjoy.

But you don’t have to like Primalist to test this. Any specific rare T6+ affix, on any specific base, with 1-of-2 specific rare T4+ and 2 other specific T4+ affixes will suffice. Just have to pick them now, and then aim to hit them all… startinnnnnnnnnnnnnnnnnnnnnnnnnng… now.

It shouldn’t be that hard to get, right? What is a realistic timeframe to obtain that item? 10 hours? 20-40 hours? 100+? 1000+? 10000+? I’m genuinely curious, since the cut-n-paste counter to complaints about rarities and rng nesting is just ‘farm moar harder’.

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Fixed that for you.

You’re welcome.

Well I don’t need to do that experiment, because I already did it several times.
Did it required dedication and efficient use of the tools that the game offers? Yes but the process stil felt targeted and rewarding

It obviously varries because there is still rng involved and I didn’t measure time, but I have quite a few good exalted items on good bases and good other affixes.
I would say for an individual item it requires something between 50 and 100 hours. Durin the process of target farming specific items you obviously also drop a lot of random other items as well. Especially when target farming Exalted Items you kinda always farm all slots simultanously

My main question to people complaining about this is usually: Do you use all the tools the game offers you to improve yoru chances?

So somewhere between 100 & 1,000 hours for a “fully geared” character.

Awesome. Can’t wait to do that.

Per character.

No, unless you want multiple legendaries (from rare uniques).

Exalted Items can be farmed very effectively in parallel.

Yeah, hence the “100-1,000”. It’s, clearly, unlikely to take 10 slots x 100 hours per slot to do, but likewise, it’s unlikely to all happen at the 50 hour mark in parallel. Hence somewhere between 100 (likely minimum if you’re fairly lucky, this would be ~10 hours per slot) & 1,000.